IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

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Snarboo
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14

Post by Snarboo »

Kind of sucks that the SVN version of GZDoom doesn't display the sprites. I don't really feel like downgrading at this point, either. :/
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przndoom
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14

Post by przndoom »

well sorry :/

at first i wanted a doom 3 mod for skulltag thats playable and fun

i have no clue on GZdoom comapared to zdoom or skulltag...or anyother port

so i dont know what will happen if it plays to GZdoom, guess its doesnt work well

But, THATS ONLY A BUG, im sure in time it will be solved, hey its still a lil wee baby...cant expect it to talk well or run a marathon :D

but well enjoy this mod, put lots of time trying to be decent

i think i forgot to put the new item sprites...w/e ill put that in the update pack.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14

Post by chaoscentral »

So I went through the thread with no mention of credit to me. Since I provided a base of DECORATE source, I expected myself to be credited. Especially when przndoom contacted me a few months back asking for permission and I said yes only if credited. I can obviously tell it is my source code for quite a large portion by looking at it, so please give me credit, or remove this mod.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14

Post by Orangewaggs »

Its very good but if you are taking friendly suggestions tone down the power and ammo on the machine gun i always over power everybody even on UV....
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14

Post by przndoom »

whao whoah woah!!

i did mention you!!!!

i got the read me bere i send it to doomero?? did he change it??

*look*
well this should be here
PrznDooM comment: This mod has came from a loooong way..and now its HERE! Came from the basic DooM 3 mod that i help edit alot of the sprites n later scrapped to the Mind BLOWING new Doom3 that thanks to Doomero made it possible. I want to thank him for including me to this project and im able to help with the limited amount of resourse and I wish I could of done more.

Infulence: DooM 2.5 Team to starting me in doom 3 mod, ChaosCentral, Phobus and many more

Special thanks to: Captain Toenail, Ichor, and of course Ghastly_dragon and Doomero

Future Patches :
Even though this mod is still done, I am still going to work on some patches to be added later in the future, on items and other things to give that more Doom 3 feel, but please dont rush me if i take too long
this is the one i sended in the file
readme-d3wep.txt
the 1 i send
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

wtf?
i never see that przdoom only the part when you said about the doom2.5

edited, nvm lol the credit include that but i not said that when i post the download link, but into the readme appaear your name.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DBThanatos »

Good work on this thing!!! I feels great! :P

OK a few constructive criticism (or whatever is written):

I really recommend saving reader's time. Seriously, just be cause I was following this mod, but if I suddenly know about it, and someone directs me to this thread, I would not bother looking through all page ... 13? or something like that for the download link. And even less going through page 14 or 15 to see the correct credits (and that's something Im interested in). Make your 1st post have all the needed info, upload a new version aswell if the credits were wrong.
Make things easy for the user, as that's who the mod is directed for.

About the mod itself:

* The shotgun feels underpowered, I had a hard time killing Shotgunguys with it, i could be because it spreads too much, or it is actually weak; if that's the case, taking in count that you (player) have slower weapons (for the reloads), those weapons should be a bit more powerful to balance things.
* Didnt the shotgun in doom3 reloaded 2 shells each time the hand reached the shotgun (in the reloading sequence of course)? Because here does one by one and that takes way too long to reload a not so effective shotgun.
* The BFG sets A_Light1 (or maybe A_Light2) and it nevers get back to A_Light0. Only if you switch to the flashlight it get fixed.
* Also, the BFG muzzleflash looks weird. I suggest giving it a smaller one and to compensate the lack of visual effects give it a "A_SetBlend("Green",0.75,10)" or something like that.
* The BFG shot looks good, except it is too static. Give it a trail, or make it roll, or something, because it seriously looks too plain.
* The BFG shot doesnt create those arcs (ala BFG10k) to the enemies. I know is hard to reproduce in ZDoom, but if you want, take a look at the BFG10K in AEoD to see how I did something like that.
* No charging BFG?? What happened there?
* The rocket trail last too long. Make it dissapear earlier
* The grenade explotion doesnt have BRIGHT in it, so, if one explodes in a dark room, you wont see where it exploded
* I feel the grenades underpowered. Maybe a bit weaker but a greater radius of explotion?
* The Plasma shots would benefit of a trail. Is not extremely needed, but that could do good.
* The weapons like the pistol, shotgun, ssg, machinegun and chaingun should have tweaks with the A_LighX actions. That helps to make look the shots more dramatic.
* The smoke on the chainsaw could benefit of A_FadeOut, because right now it doesnt looks very natural how the smoke dissapears.
* I think the chaingun needs more work in the animations. When firinf, it doesnt really seems like is rotating. Also, when you start firing, check the screen and you'll see how it changes from "online" to "loading" a couple times before it says "fire"


Well, I guess that covers all my points. I spend a good time writting this, so you better take it in count :P



EDIT: OK i'll save you the trouble of going to the endless mess of AEoD code for the BFG10k shot. Here is the relevant code:

Code: Select all

Actor AEoDBFG10KShot
{
    Radius 12
    Height 12
    Speed 10
    Damage 120
    RenderStyle Add
    Alpha 0.8
    PROJECTILE
    DeathSound "q2weapon/bfgballexplo"
    States
    {
    Spawn:
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  Goto "Spawn2"
    Spawn2:
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 A 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  NULL A 0 A_CustomMissile("BFGAlpha2",0,0,0)
        BFS1 B 1 Bright A_CustomMissile("BFG10KTrailA",10+random(10,-10),0+random(10,-10),0+random(22,-22),0)	
	  NULL AA 0 A_SpawnItemEx("BFG10KTrailB",0,0,10,random(-3,3),random(-3,3),random(-3,3),random(1,360))
	  Loop
    Death:
        BFE1 A 4 Bright A_Explode(256,64,1)
        BFE1 BC 4 Bright
        BFE1 D 4 Bright A_BFGSpray
        BFE1 EF 4 Bright
        Stop
    }
}


ACTOR BFGAlpha2        //Just make the main shot constantly spawn this thing, if each tic, better.
{
    Radius 6
    Height 8
    Speed 1
    Damage 0
    +RIPPER
    +DOOMBOUNCE
    Scale 1
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.6
    States
    {
    Spawn:
       NULL A 0 Bright
       NULL A 1 Bright A_SpawnItem("BFGTurn2",1,0,0)
       Stop
    }
}

ACTOR BFGTurn2
{  
    +FRIENDLY
    MONSTER
    Radius 1
    Height 1
    Speed 0
    +NOGRAVITY
    +NOCLIP
    +LOOKALLAROUND
    +MISSILEMORE
    +MISSILEEVENMORE
	-SOLID
	-SHOOTABLE
    MinMissileChance 0
    RenderStyle None
    ReactionTime 25
    States
    {
    Spawn:
	NULL A 0 A_CountDown
       PLAY A 1 A_Look
//	 loop
    See:
       PLAY A 0 A_Chase
    Missile:
       PLAY A 0 A_FaceTarget
       PLAY A 0 A_CustomRailgun(17,0,none,"Green",1,10,3)
	Stop
    }
}
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

WELL I HAVE NOT INTENTION MAKE THAT FOR DOOM3 WEAPONS MOD, BUT I FELL IS POSSIBLE REPAIR THAT ON MY WAD "REVENGE OF EVIL" BECUASE INCLUDE THE GRABBER AND ARTIFACT.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DBThanatos »

What you mean? no fix at all? None of the suggestions I made? jeez... that's what I call "product finished: no more updates" :?
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Ghastly
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Ghastly »

DBThanatos wrote:* The shotgun feels underpowered, I had a hard time killing Shotgunguys with it, i could be because it spreads too much, or it is actually weak; if that's the case, taking in count that you (player) have slower weapons (for the reloads), those weapons should be a bit more powerful to balance things.
I think it's just low damage. One or two more points would work fine.
DBThanatos wrote:* Didnt the shotgun in doom3 reloaded 2 shells each time the hand reached the shotgun (in the reloading sequence of course)? Because here does one by one and that takes way too long to reload a not so effective shotgun.
I considered that, but it's not too realistic and would be hard to do. Considering you can interrupt the reload sequence to fire, it doesn't seem too serious (and I've been in situations where I've needed to, also).
DBThanatos wrote:* No charging BFG?? What happened there?
I made one and sent it to PrznDoom. I'm not sure why it wasn't included.
DBThanatos wrote:* I feel the grenades underpowered. Maybe a bit weaker but a greater radius of explotion?
It (or the one I modified, at least) uses the same damage as a Doom 2 Rocket.
DBThanatos wrote:A lot of code
Can you put those in spoiler tags, please? :P

Also, the machinegun damage should be lowered. It's too powerful for something with such a large clip/high-speed/small spread. By the way, PrznDoom was going to release a few patches and updates, if memory serves.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

IF YOU WANT GUYS ( G DRAGON OR PRNZDOOM CAN UPLOAD MORE THE D3WEP WITH NEW THINGS BUT MY PRIORITY NOW IS REVENGE OF EVIL)
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Project Shadowcat »

Caps Lock is Cruise Control for Cool.

For some reason, when testing this with a version of GZDoom based on ZDoom 2.2.0, I got some major, major slow-down. I really don't know why.

Also, all of DBT's criticism is true with me, too. Don't get over a huff because people find a few faults. If you get upset over little shit, you should stop making things altogether.
I also have a couple things to add as well...

The Armor vest is only supposed to add 50 points of armor -- however, to make up for it, armor shards are supposed to give you 5 points of armor also. Right now, the armor jacket gives a full 125 and the original armor bonus hasn't even been changed.
The Medikit sprite is friggin' huge. Shrink it a bit, please.
The full-screen HUD is fairly neat. However, it would be even neater if you changed the colors of the HUD based on the multiple elements. Sure, it would take a lot more work, but it would make things look a lot better, too. For instance, when armor is even at 1, the armor light is blue. Only if at 0 does it go yellow.
The health light is blue from 67-100, yellow at 34-66, and red at 0-33. The ammo-in-clip counter should be just as easy for each ammo type, and I believe it goes yellow at 25% ammo-in-clip left.
If possible, and I'm sure it is, make sure that the machine gun and the chaingun make a noise when there is only 10 rounds left in the clip, and buzz again at 0.
The chaingun fires way too fast. Slow it down a bit and I think it will be balanced with most of the other weapons.
DBT wrote:What you mean? no fix at all? None of the suggestions I made? jeez... that's what I call "product finished: no more updates"
Doomero-21, it is advised that you fix what is broken before you work on the next item, or else you're going to have even more issues later on. Perfect what you got now, please.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

WELL MAYBE PRZDOOM OR GHASTLY MAKE THAT IS NOT MY PRIORITY NOW =(

MY REVENGE OF EVIL IS MORE IMPORTANT NOW BECUASE I AM WORKING THE DOOM3 MONSTERS.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Project Shadowcat »

Caps Lock is cruise control for cool. Seriously, dude, caps lock. You're not big, bad, and mighty, you're quite the opposite.
Did a godsdamn word get through to you at all? Fine, let your project fail, see if I care. I gave you frickin' critique.

By the way, Resurrection of Evil.
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

I SO TIRED MAN , THIS MOD IS NOT MY PROYECT ABSOLUTLY, IS DPG TEAM AND DOOM3NGZDOOM PROYECT, NOT DEPEND OF MY, I HAVE GOOD DECORATES ARTIST LIKE GHASTLY OR PRZDOOM AND OTHER PEOPLE (MAURICIO ROCK OR FABIO WITH ACS)I ONLY TAKE THE SCREENSHOTS AND SOME DECORATES, THE REAL ARTIST ARE THE DECORATE´S ARTIST, THE SCREENSHOTS IS ONLY A IMAGE...I NEED VACATIONS, FOR THE MOMENT 1 MONTH, AFTER OF THAT BEGINS REVENGE OF EVIL.



PD: PRZDOOM OR GHASTLY, I WILL DISSPAEAR SOME DAYS.
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